The Quest for the lightning bolts
|Funding from Vinnova||SEK 694 980|
|Project duration||December 2015 - December 2017|
Purpose and goal
The digital version of Blixtjakten has added to the number of schools who use the product live in the classroom while also decreasing the administrative overhead imposed on teachers. Gamification and an appealing user interface where “skills” such as focus and grit are implemented as characters have inspired teachers and students to use the game even more. Teachers sense that Blixtjakten creates a structure that increases the quality of the education as well as enhances the motivation of the students who gain a better perception of their own learning process related to the skills.
Expected results and effects
Blixtjakten has improved the working environment in the classroom. Hundreds of teachers have been given access to the application. Blixtjakten improves the students’ perception of their own learning process related to social skills such as focus and grit. Teachers sense that Blixtjakten creates a structure that increases the quality of the education as well as enhances the motivation of the students. The digital platform is used by teachers in several countries globally. Blixtjakten was awarded a place in the final of Swdish EdTech Startup-awards 2016.
Planned approach and implementation
A cross functional team with qualifications in education, communication and IT was a key factor behind the successful implementation of the product, that was developed in cooperation with a software company. By following an agile process with continuous validation of results among a reference group of teachers, valuable insights into requirements of real classroom scenarios were gained, thereby ensuring a high quality of the product. Moreover the concept was tested on the market by participating in conferences, communication in social media and meetings with potential investors.